pholkhero
Deviant Mind
Finally! Part ALC, part Role-playing challenge, it’s Pholkhero’s Flavor Series. My pet project (which I had MUCH more time to work on with my previous job) was Pholk’s Corner over at the DM site. This SG series is an outgrowth of that.
I’ve always thought that each Civ leader was designed with its own unique personality and playstyle so that the strategy that works for Montezuma will fall apart if applied to Gandhi. Sistuili's ALC series is a great example of the unique strategies that groupthink comes up with. However, i wanted it to be more "in character" as well . . .
With that in mind, the aim of this series of games will be to try and come up with a generalized strategy for each leader that we play.
Leader: Charlemagne of the Holy Romans
Rivals: 6 (Asoka, Ragnar, Hannibal, Monty, Ramesses, Wang Kon)
Difficulty: Monarch
Map: Continents
Size: Standard
Speed: Epic
Victory Conditions: All enabled, but see PFS Rule 3.
Variant Settings: Choose Religions, No Tech Brokering
These are the PFS Standard Rules:
1. Every city must have every 'special' building, including the civ's Unique Building, as well as those which earn double production boni. (For this game, it means every city needs to have walls, castle, and rathaus.}
2. From the time of discovery of our UU, until its obsoletion, we must produce it on a 1:1 basis with ALL other type of military units, i.e., a land-based UU and all other land, military units, defensive, seige, etc. Ideally, too, the time of the UU should be used for a bit of militaristic expansion, if necessary. [This does NOT mean that we don’t fight at all before our UU, but we also won’t be doing chopping/axe-rushing every game, either. The point is to find ALTERNATE strategies.]
3. We must discuss and designate our victory condition beforehand, designed to best leverage the leaders unique trait combination, as well as the special buildings, UB and UU (see the ALC series for an excellent example of this).
In addition, we will usually have leader specific Flavor Rules as well. For Charlemagne, they are:
1. We must found Christianity, and keep it as our state religion.
2. Once we research Feudalism, we must revolt to Vassalage and stay there.
3. We can never raze a city.
Roster:
pholkhero
ozbenno
pawelo (if he’s still got time for SGs with the 800 he’s currently in
)
Ad Hoc
Quotey
OPEN
and so . . .
Charlemagne of the Holy Romans

Imperialistic:
* 100% Great General emergence
* 50% faster production for Settlers
Protective:
* free CGI and Drill I promotions for all Archery and Gunpowder units
* double production speed of Walls and Castle
Walls: 50 hammers (50% with Stone; requires Masonry, obsoletes Rifling; +50% defense (except Gunpowder units), -50% bombard damage (except Gunpowder units);
Castle: 100 hammers (50% with Stone); requires Engineering, Walls; +1 culture, +25% espionage, +1 trade route, +50% defense (except Gunpowder units), -25% bombard damage (except Gunpowder units);
Holy Roman Traits:
Landsknecht (replaces Pikeman): 60 hammers, 6 Str, 1 MP; requires Engineering, Iron; +100% vs Mounted, 100% vs Melee;
Rathaus (replaces Courthouse): 120 hammers; require Code of Laws; +2 espionage, -75% maintenance, can turn one citizen into Spy;
Starting Techs
Hunting
Mysticism
Over at the Deviant Minds site, where the bulk of the planning for this game went on, we came up with a generalized strategy.
* From the early goings, we will be aiming for a religious/REX opening strategy, using a holy city’s shrine to help pay for some Imperialistic settler-spamming. Therefore, we’ll be looking to go for Polytheism first to discover Christianity, and then either on to Pottery or Bronze Working. The aim of the early game will be to grab a good headstart in land area that we leverage during the medieval era to expand our empire with Landsknects and Trebuchets knocking on our neighbors doors. From there, we will be aiming for either a Domination victory, or backdoor AP diplo from our conquests. End of game.
Of course, this is subject to modification/amendment once we see the start, so . . .
i'm going to wait to post the start until tomorrow, hopefully after a couple signups.
I’ve always thought that each Civ leader was designed with its own unique personality and playstyle so that the strategy that works for Montezuma will fall apart if applied to Gandhi. Sistuili's ALC series is a great example of the unique strategies that groupthink comes up with. However, i wanted it to be more "in character" as well . . .
With that in mind, the aim of this series of games will be to try and come up with a generalized strategy for each leader that we play.
Leader: Charlemagne of the Holy Romans
Rivals: 6 (Asoka, Ragnar, Hannibal, Monty, Ramesses, Wang Kon)
Difficulty: Monarch
Map: Continents
Size: Standard
Speed: Epic
Victory Conditions: All enabled, but see PFS Rule 3.
Variant Settings: Choose Religions, No Tech Brokering
These are the PFS Standard Rules:
1. Every city must have every 'special' building, including the civ's Unique Building, as well as those which earn double production boni. (For this game, it means every city needs to have walls, castle, and rathaus.}
2. From the time of discovery of our UU, until its obsoletion, we must produce it on a 1:1 basis with ALL other type of military units, i.e., a land-based UU and all other land, military units, defensive, seige, etc. Ideally, too, the time of the UU should be used for a bit of militaristic expansion, if necessary. [This does NOT mean that we don’t fight at all before our UU, but we also won’t be doing chopping/axe-rushing every game, either. The point is to find ALTERNATE strategies.]
3. We must discuss and designate our victory condition beforehand, designed to best leverage the leaders unique trait combination, as well as the special buildings, UB and UU (see the ALC series for an excellent example of this).
In addition, we will usually have leader specific Flavor Rules as well. For Charlemagne, they are:
1. We must found Christianity, and keep it as our state religion.
2. Once we research Feudalism, we must revolt to Vassalage and stay there.
3. We can never raze a city.
Roster:
pholkhero
ozbenno
pawelo (if he’s still got time for SGs with the 800 he’s currently in

Ad Hoc
Quotey
OPEN
and so . . .
Charlemagne of the Holy Romans

Imperialistic:
* 100% Great General emergence
* 50% faster production for Settlers
Protective:
* free CGI and Drill I promotions for all Archery and Gunpowder units
* double production speed of Walls and Castle
Walls: 50 hammers (50% with Stone; requires Masonry, obsoletes Rifling; +50% defense (except Gunpowder units), -50% bombard damage (except Gunpowder units);
Castle: 100 hammers (50% with Stone); requires Engineering, Walls; +1 culture, +25% espionage, +1 trade route, +50% defense (except Gunpowder units), -25% bombard damage (except Gunpowder units);
Holy Roman Traits:
Landsknecht (replaces Pikeman): 60 hammers, 6 Str, 1 MP; requires Engineering, Iron; +100% vs Mounted, 100% vs Melee;
Rathaus (replaces Courthouse): 120 hammers; require Code of Laws; +2 espionage, -75% maintenance, can turn one citizen into Spy;
Starting Techs
Hunting
Mysticism
Over at the Deviant Minds site, where the bulk of the planning for this game went on, we came up with a generalized strategy.
* From the early goings, we will be aiming for a religious/REX opening strategy, using a holy city’s shrine to help pay for some Imperialistic settler-spamming. Therefore, we’ll be looking to go for Polytheism first to discover Christianity, and then either on to Pottery or Bronze Working. The aim of the early game will be to grab a good headstart in land area that we leverage during the medieval era to expand our empire with Landsknects and Trebuchets knocking on our neighbors doors. From there, we will be aiming for either a Domination victory, or backdoor AP diplo from our conquests. End of game.

Of course, this is subject to modification/amendment once we see the start, so . . .
i'm going to wait to post the start until tomorrow, hopefully after a couple signups.